mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-06 10:46:53 +08:00
50 lines
1.4 KiB
Plaintext
50 lines
1.4 KiB
Plaintext
Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Multiply" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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SubShader {
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend DstColor OneMinusSrcAlpha
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Lighting Off
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Name "Forward"
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Tags{"LightMode" = "UniversalForward"}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
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ENDHLSL
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}
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UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER"
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}
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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